Okay, so I'm going to stick w/ shock weapons doing an extra d6 or d10 w/ the stun effects modified for limbs (the limb is "crippled" for d3 turns), and I'll give them a further -10% parry penalty (seems appropriate, right?). I'm also sticking w/ Chain weapons being +1 damage dice, dealing tearing damage, w/ a 50% chance to cause bleeding, and the parry penalty increased.
That leaves monomolecular blades and power weapons. I've done a lot of thinking and this is what I came up w/ for each:
Monomolecular Blades:
Monomolecular Blades do Light AP damage and add +2 to the weapon’s damage.
Additional Rules –
Master Crafted: The wielder may use their WS instead of Strength to calculate their damage bonus.
Eldar Crafted (I'm considering expanding this for other weapons): The blade does Rending (1) damage. Additionally, the wielder may use their WS instead of Strength to calculate their damage bonus.
Power Weapons: A weapon that receives the power weapon upgrade will up their damage die from d6 to d10 or from d10 to 2d6. Additionally the rules for Grievous Damage* and ignores first 5 points of armor. Finally, a power weapon has a 25% to 75% chance of destroying the opposing players weapon (based on the quality of the blade) and incurs an additional -5% parry penalty.
Additional Rules –
Master Crafted : You may add an additional d6, d10, or 2d6 damage to the weapon, based on quality (ranging from a contemporary craftsmen to an ancient legacy blade forged in the dark age of technology). There is no additional parry penalty for a Master Crafted Power Sword
*Grievous Damage: The damage dealt by this weapon or psychic power cannot be healed by conventional means. You may not recover points to your injury total during the recovery phase of the game and injury levels may not be recovered if they were lost due to grievous damage. Injury level or injury total may only be recovered in-game at GMs discretion. For bookkeeping purposes it is suggested that you note the characters new maximum health total next to their Consciousness level and that you completely black out injury levels inflicted due to Grievous Damage.
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To give an idea how this works in game, here are some profiles:
Sword (mundane): Reach 3, Damage 2d6, PP: -10%
Shock Sword (I'm not sure a shock sword should exist, but I'm including it as a point of comparison. if Shock Swords do exist in fluff let me know, I could be totally wrong here): Reach 3, Damage 3d6, PP: -15%, Cannot be destroyed by Power Weapons, Stuns (per description above)
Chainsword: Reach 3, Damage 3d6, PP: -25%, Tearing 1, 50% causes bleeding, audible 35 meters away
Monomolecular Sword: Reach 3, Damage 2d6+2, PP: -10%, Light AP
Eldar Monomolecular Sword: Reach 3, Damage 2d6+2, PP: -10%, Light AP, Rending (1), Damage bonus calculated using WS
Power Sword: Reach 3, Damage 2d10, PP: -15%, Ignores first 5 points of armor, Grievous Damage, 25% chance to destroy parrying weapon
Master Crafted Power Sword: Reach 3, Damage 3d10, PP: -10%, Ignores first 5 points of armor, Grievous Damage, 50% chance to destroy parrying weapon
Dark Age Power Sword: Reach 3, Damage 2d10+2d6, PP: -10%, Ignores first 5 points of armor, Grievous Damage, 75% chance to destroy parrying weapon
Eldar Power Sword (super experimental): Reach 3, Damage 2d10, PP: -10%, Ignores first 5 points of armor, Grievous Damage, 50% chance to destroy parrying weapon, Rending (1), Damage bonus based on WS rather than S
Eldar Chainsword (super experimental): Reach 3, Damage 3d6, PP: -25%, Rending (1) damage, Tearing (1) damage, the wielder may use their WS instead of Strength to calculate their damage bonus
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So I'm definitely at the point where I can start play testing these rules, but what is written above w/ the various sword rules shows in a concrete way what I was hoping to achieve, which is to have these special kinds of weapons be straight variations off of their mundane versions. Thoughts? I'm hoping to do a real game with these complete w/ a write up between now and Easter. The big question is, are these rules you'd be comfortable playing with if someone showed up to an open game? Are they fair, reflective of the fluff, and fun?